0% found this document useful (0 votes)
19 views24 pages

Chapter 1

ai

Uploaded by

pooja a
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views24 pages

Chapter 1

ai

Uploaded by

pooja a
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 24

1.

Introduction

Artificial intelligence (AI) is an area of computer science that


emphasizes the creation of intelligent machines that work and react
like humans.
• AI is accomplished by studying how human brain thinks and how
humans learn, decide, and work while trying to solve a problem, and
then using the outcomes of this study as a basis of developing
intelligent software and systems.

 What is AI?

Views of AI fall into four categories:


i. Thinking humanly
ii. Thinking rationally
iii. Acting humanly
iv. Acting rationally
i. Acting humanly: The Turing Test approach
 Turing (1950) developed "Computing machinery and intelligence":
 "Can machines think?" or "Can machines behave intelligently?"
 Operational test for intelligent behaviour: The Imitation Game
 A computer passes the test if a human interrogator, after posing
some written questions, cannot tell whether the written responses
come from a person or from a machine.
 Suggested major components of AI: knowledge, reasoning,
language understanding, learning.

The computer would need to possess the following capabilities:


• Natural Language Processing: To enable it to communicate
successfully in English.
• Knowledge representation: To store what it knows or hear.
• Automated reasoning: To use the stored information to answer
questions and to draw new conclusions.
• Machine Learning: To adopt to new circumstances and to detect
and extrapolate patterns.

To pass the Total Turing Test


• Computer vision: To perceive objects.
• Robotics: To manipulate objects and move about.

ii. Thinking humanly: The cognitive modelling approach


• If we are going to say that given program thinks like a human, we
must have some way of determining how humans think.
• We need to get inside the actual working of human minds.
• There are 3 ways to do it:
i. Through introspection -Trying to catch our own thoughts
as they go
ii. Through psychological experiments -Observing a person in
action
iii. Through brain imaging - Observing the brain in action
 Comparison of the trace of computer program reasoning steps
to traces of human subjects solving the same problem.
Cognitive Science brings together computer models from AI and
experimental techniques from psychology to try to construct
precise and testable theories of the working of the human mind.
 Now distinct from AI
i.AI and Cognitive Science fertilize each other in the areas of
vision and natural language.
 Once we have a sufficiently precise theory of the mind, it
becomes possible to express the theory as a computer
program.
 If the program’s input-output behaviour matches
corresponding human behaviour, that is evidence that the
program’s mechanisms could also be working in humans.
 For example, Allen Newell and Herbert Simon, who
developed GPS, the "General Problem Solver”.
iii. Thinking rationally: The “laws of thought” approach
Aristotle was one of the first to attempt to codify ―right thinking,
that is, irrefutable reasoning processes. His syllogisms provided
patterns for argument structures that always yielded correct
conclusions when given correct premises.
Eg. Socratesis a man;

All men are mortal;


Therefore, Socrates is mortal-- logic

There are two main obstacles to this approach.


1. It is not easy to take informal knowledge and state it in the
formal terms required by logical notation, particularly when the
knowledge is less than 100% certain.
2. Second, there is a big difference between solving a problem ―in
principle and solving it in practice.

iv. Acting rationally: The rational agent approach


 An agent is just something that acts.
 All computer programs do something, but computer agents
are expected to do more: operate autonomously, perceive
their environment, persist over a prolonged time period, and
adapt to change, and create and pursue goals.
 A rational agent is one that acts so as to achieve the best
outcome or, when there is uncertainty, the best expected
outcome.
 In the ―laws of thought‖ approach to AI, the emphasis was
on correct inferences.
 On the other hand, correct inference is not all of rationality;
in some situations, there is no provably correct thing to do,
but something must still be done.
 For example, recoiling from a hot stove is a reflex action that
is usually more successful than a slower action taken after
careful deliberation.
• What means “behave rationally” for a person/system:

 Take the right/ best action to achieve the goals, based on


his/its knowledge and belief
 Example: Assume I don’t like to get wet in rain (my goal), so
I bring an umbrella (my action). Do I behave rationally?
 The answer is dependent on my knowledge and belief
 If I’ve heard the forecast for rain and I believe it, then
bringing the umbrella is rational.
 If I’ve not heard the forecast for rain and I do not believe that
it is going to rain, then bringing the umbrella is not rational
 “Behave rationally” does not always achieve the goals
successfully

Example:
 My goals – (i) do not get wet if rain; (ii) do not looked stupid
(such as bring an umbrella when not raining)
 My knowledge/belief – weather forecast for rain and I believe
it
 My rational behaviour – bring an umbrella
 The outcome of my behaviour: If rain, then my rational
behaviour achieves both goals; If no rain, then my rational
behaviour fails to achieve the 2nd goal
 The successfulness of “behave rationally” is limited by my
knowledge and belief.
The State of The Art

Robotic vehicles: A driverless robotic car named STANLEY sped


through the rough terrain of the Mojave dessert at 22 mph,
finishing the 132-mile course first to win the 2005 DARPAGrand
Challenge

Speech recognition: A traveller calling United Airlines to book a


flight can have the entire conversation guided by an automated
speech recognition and dialog management system.

Autonomous planning and scheduling: A hundred million miles


from Earth, NASA’s Remote Agent program became the first on-
board autonomous planning program to control the scheduling of
operations for a spacecraft.

Game playing: IBM’sDEEP BLUE became the first computer


program to defeat the world champion in a chess match when it
bested Garry Kasparov by a score of 3.5 to 2.5 in an exhibition
match.

Spam fighting: Each day, learning algorithms classify over a


billion messages as spam, saving the recipient from having to
waste time deleting what, for many users, could comprise 80% or
90% of all messages, if not classified away by algorithms.

Logistics planning: During the Persian Gulf crisis of 1991, U.S.


forces deployed a Dynamic Analysis and Replanning Tool, DART
(Cross and Walker, 1994), to do automated logistics planning and
scheduling for transportation.

Robotics: The iRobot Corporation has sold over two million


Roomba robotic vacuum cleaners for home use
location of snipers. Machine Translation: A computer program
automatically translates from Arabic to English, allowing an
English speaker to see the headline “Ardogan Confirms That
Turkey Would Not Accept Any Pressure, Urging Them to
Recognize Cyprus.” The program uses a statistical model built
from examples of Arabic-to-English translations and from
examples of English text totaling two trillion words

Intelligent Agents

1. Agents and environment

An agent is anything that can be viewed as perceiving its


environment through sensors and acting upon that environment
through actuators. simple idea is illustrated in Figure
2.1

Percept − It is agent’s perceptual inputs at a given instance.


Percept Sequence − It is the history of all that an agent has
perceived till date.
Agent Function − It is a map from the precept sequence to an
action.
Performance Measure of Agent − It is the criteria, which
determines how successful an agent is.
Behavior of Agent − It is the action that agent performs after any
given sequence of percepts.

The vacuum-cleaner world shown in Figure 2.2.


This particular world has just two locations: squares A and B. The
vacuum agent perceives which square it is in and whether there is
dirt in the square. It can choose to move left, move right, suck up
the dirt, or do nothing. One very simple agent function is the
following: if the current square is dirty, then suck; otherwise, move
to the other square. A partial tabulation of this agent function is
shown in Figure 2.3 and an agent program that implements is given
in Figure 2.8.
2. Concept of Rationality

A rational agent is one that does the right thing—conceptually


speaking, every entry in the table for the agent function is filled out
correctly.

Rationality
Rational at any given time depends on four things:
• The performance measure that defines the criterion of success.
• The agent's prior knowledge of the environment.
• The actions that the agent can perform.
• The agent's percept sequence to date.

A definition of a rational agent: For each possible percept


sequence, rational agent should select an action that is ex-pected to
maximize its performance measure, given the evidence provided by
the percept sequence and whatever built-in knowledge the agent
has.

Consider the simple vacuum-cleaner agent that cleans a square if it


is dirty and moves to the other square if not; this is the agent
function tabulated in Figure 2.3.

Is this a rational agent?


That depends! First, we need to say what the performance measure
is, what is known about the environment, and what sensors and
actuators the agent has. Let us assume the following:
• The performance measure awards one point for each clean square
at each time step, over a “lifetime” of 1000 time steps.
• The “geography” of the environment is known a priori (Figure
2.2) but the dirt distribution and the initial location of the agent are
not. Clean squares stay clean and sucking cleans the current square.
The Left and Right actions move the agent left and right except
when this would take the agent outside the environment, in which
case the agent remains where it is.
• The only available actions are Left, Right, and Suck.
• The agent correctly perceives its location and whether that
location contains dirt. We claim that under these circumstances the
agent is indeed rational

3. The nature of environment


Task environments, which are essentially the “problems” to which
rational agents are the “solutions.”
To specify the performance measure, the environment, and the
agent’s actuators and sensors called the PEAS (Performance,
Environment, Actuators, Sensors) description.
In designing an agent, the first step must always be to specify the
task environment as fully as possible.
PEAS description of an automated taxi driver.
The performance measure to which we would like our automated
driver to aspire?
Desirable qualities include getting to the correct destination;
minimizing fuel consumption and wear and tear; minimizing the
trip time or cost; minimizing violations of traffic laws and
disturbances to other drivers; maximizing safety and passenger
comfort; maximizing profits. Obviously, some of these goals
conflict, so tradeoffs will be required.

What is the driving environment that the taxi will face? Any taxi
driver must deal with a variety of roads, ranging from rural lanes
and urban alleys to 12-lane freeways. The roads contain other
traffic, pedestrians, stray animals, road works, police cars, puddles,
and potholes. The taxi must also interact with potential and actual
passengers.
3. Properties of Task Environments:

Fully observable vs. partially observable

 A task environment is (effectively) fully observable iff the


sensors detect the complete state of the environment
 ”relevant” depends on the performance measure
 no need to maintain internal state to keep track of the
environment
 A task environment may be partially observable (Ex: Taxi
driving):
 noisy and inaccurate sensors
 parts of the state are not accessible for sensors
 A task environment might be even unobservable (no sensors)

 e.g. fully-deterministic actions

Deterministic vs. stochastic

 A task environment is deterministic if its next state is


completely determined by its current state and by the action
of the agent. (Ex: a crossword puzzle).
 If not so:
 A task environment is stochastic if uncertainty about
outcomes is quantified in terms of probabilities (Ex: dice,
poker game, component failure,)
 A task environment is nondeterministic if actions are
characterized by their possible outcomes, but no
probabilities are attached to them.
 In a multi-agent environment, we ignore uncertainty that
arises from the actions of other agents (Ex: chess is
deterministic even though each agent is unable to predict the
actions of the others).
 A partially observable environment could appear to be
stochastic. =⇒ for practical purposes, when it is impossible
to keep track of all the unobserved aspects, they must be
treated as stochastic. (Ex: Taxi driving).

Episodic vs. sequential

In an episodic task environment


 the agent’s experience is divided into atomic episodes
 in each episode the agent receives a percept and then
performs a single action
 In episodes do not depend on the actions taken in previous
episodes, and they do not influence future episodes
 Ex: an agent that has to spot defective parts on an
assembly line,

future decisions ⇒ actions can have long-term consequences


 In sequential environments the current decision could affect

 Ex: chess, taxi driving, ...


 Episodic environments are much simpler than sequential
ones
 No need to think ahead!

Static vs. dynamic

choosing an action, static otherwise ⇒ agent needs keep looking at


The task environment is dynamic if it can change while the agent is

the world while deciding an action


 Ex: crossword puzzles are static, taxi driving is dynamic
The task environment is semidynamic if the environment itself
does not change with time, but the agent’s performance score does
 Ex: chess with a clock Static environments are easier to deal
wrt. [semi]dynamic ones.

Discrete vs. continuous

The state of the environment, the way time is handled, and agents
percepts & actions can be discrete or continuous
 Ex: Crossword puzzles: discrete state, time, percepts &
actions
 Ex: Taxi driving: continuous state, time, percepts & actions
Note:
 The simplest environment is fully observable, single-agent,
deterministic, episodic, static and discrete. Ex: simple
vacuum cleaner

Most real-world situations are partially observable, multi-agent,


stochastic, sequential, dynamic, and continuous. Ex: taxi driving
Properties of the Agent’s State of Knowledge

Known vs. unknown

 Describes the agent’s (or designer’s) state of knowledge


about the “laws of physics” of the environment
 if the environment is known, then the outcomes (or outcome
probabilities if stochastic) for all actions are given.
 if the environment is unknown, then the agent will have to
learn how it works in order to make good decisions
 Orthogonal wrt. task-environment properties.

 Known not equal to Fully observable


 a known environment can be partially observable (Ex: a
solitaire card games)
 an unknown environment can be fully observable (Ex: a
game I don’t know the rules of)

4. The structure of agents

Agent = Architecture + Program


 AI Job: design an agent program implementing the agent
function
 The agent program runs on some computing device with
physical sensors and actuators: the agent architecture
 All agents have the same skeleton:
 Input: current precepts
 Output: action
 Program: manipulates input to produce output.

 The agent function takes the entire percept history as input


 The agent program takes only the current percept as input.
 if the actions need to depend on the entire percept sequence,
the agent will have to remember the precepts The Table-
Driven Agent

The table represents explicitly the agent function Ex: the simple
vacuum cleaner

Agents can be grouped into five classes based on their degree of


perceived intelligence and capability. All these agents can improve
their performance and generate better action over the time. These
are given below:
• Simple Reflex Agent
• Model-based reflex agent
• Goal-based agents
• Utility-based agent
• Learning agent

Simple reflex agents


• The Simple reflex agents are the simplest agents. These agents take
decisions on the basis of the current percepts and ignore the rest of the
percept history.
• These agents only succeed in the fully observable environment.
• The Simple reflex agent does not consider any part of percepts
history during their decision and action process.
• The Simple reflex agent works on Condition-action rule, which
means it maps the current state to action. Such as a Room Cleaner
agent, it works only if there is dirt in the room.
• Problems for the simple reflex agent design approach:
• They have very limited intelligence
• They do not have knowledge of non-perceptual parts of the current
state
• Mostly too big to generate and to store.
• Not adaptive to changes in the environment.
Model-based reflex agent
The Model-based agent can work in a partially observable
environment, and track the situation.
A model-based agent has two important factors:
• Model: It is knowledge about "how things happen in the world," so
it is called
a Model-based agent.
• Internal State: It is a representation of the current state based on
percept
history.
These agents have the model, "which is knowledge of the world" and
based on the model they perform actions.
Updating the agent state requires information about:
• How the world evolves
• How the agent's action affects the world.

 For the braking problem, the internal state is not too extensive—
just the previous frame from the camera, allowing the agent to
detect when two red lights at the edge of the vehicle go on or off
simultaneously.
 For other driving tasks such as changing lanes, the agent needs
to keep track of where the other cars are if it can’t see them all at
once. And for any driving to be possible at all, the agent needs
to keep track of where its keys are.
 Updating this internal state information as time goes by requires
two kinds of knowledge to be encoded in the agent program.
 First, we need some information about how the world evolves
independently of the agent—for example, that an overtaking car
generally will be closer behind than it was a moment ago.
 Second, we need some information about how the agent’s own
actions affect the world—for example, that when the agent turns
the steering wheel clockwise, the car turns to the right, or that
after driving for five minutes northbound on the freeway, one is
usually about five miles north of where one was five minutes
ago.
 This knowledge about “how the world works”—whether
implemented in simple Boolean circuits or in complete scientific
theories—is called a model of the world. An agent that uses
such a model is called a model-based agent.

1. Goal-based agents

 The knowledge of the current state environment is not


always sufficient to decide for an agent to what to do.
• The agent needs to know its goal which describes desirable
situations.
• Goal-based agents expand the capabilities of the model-based
agent by having the "goal" information.
• They choose an action, so that they can achieve the goal.
• These agents may have to consider a long sequence of possible
actions before deciding whether the goal is achieved or not.
Such considerations of different scenario are called searching
and planning, which makes an agent proactive.
• Sometimes goal-based action selection is straightforward: for
example, when goal satisfaction results immediately from a
single action.
• Sometimes it will be trickier: for example, when the agent has
to consider long sequences of twists and turns to find a way to
achieve the goal.
Search and planning are the subfields of AI devoted to finding
action sequences that achieve the agent’s goals.
4.Utility-based agents

• These agents are similar to the goal-based agent but provide an extra
component of utility measurement which makes them different by
providing a measure of success at a given state.

• Utility-based agent act based not only goals but also the best way to
achieve the goal.

• The Utility-based agent is useful when there are multiple possible


alternatives, and an agent has to choose in order to perform the best
action.

• The utility function maps each state to a real number to check how
efficiently each action achieves the goals.

Utility-based Agents advantages wrt. goal-based:


 with conflicting goals, utility specifies and appropriate trade
off
 with several goals none of which can be achieved with
certainty, utility selects proper trade-off between importance
of goals and likelihood of success still complicate to
implement require sophisticated perception, reasoning, and
learning may require expensive computation.

5. Learning Agents

Problem Previous agent programs describe methods for selecting


actions

 How are these agent programs programmed?


 Programming by hand inefficient and ineffective!
 Solution: build learning machines and then teach them (rather
than instruct them)
 Advantage: robustness of the agent program toward initially-
unknown environments Performance element: selects actions
based on precepts Corresponds to the previous agent programs
 Learning element: introduces improvements uses feedback from
the critic on how the agent is doing determines improvements
for the performance element
 Critic tells how the agent is doing wrt. performance standard
 Problem generator: suggests actions that will lead to new and
informative experiences forces exploration of new stimulating
scenarios

Example: Taxi Driving

 After the taxi makes a quick left turn across three lanes, the
critic observes the shocking language used by other drivers.
 From this experience, the learning element formulates a rule
saying this was a bad action.
 The performance element is modified by adding the new rule.
 The problem generator might identify certain areas of behaviour
in need of improvement, and suggest trying out the brakes on
different road surfaces under different conditions.

You might also like